User Tools

Site Tools


components:trust

This is an old revision of the document!


Torque Tycoon > Game Components

Trust

Trust is the long-term Food-supply health of one Settlement. It rises while a commissioned Settlement is supplied and falls while its Food store runs low.

Trust follows the fill level of that store. Below half a store it falls, above half it rises, and the top of the store counts most:

Food stock Trust per flight hour
0% −24
25% −12
50% ±0
75% +6
90% +24
100% +36

Values in between follow the line between two rows. Going from 75% to 90% quadruples the gain, so topping a store right up is worth far more than the extra crates suggest. A Settlement at 40% loses about 5 Trust per flight hour and needs some 15 hours of flying to fall from full Trust into unrest; an empty one gets there in under three.

A Settlement's panel on the Live Map shows its current Trust trend and how many crates it consumes per flight hour.

The simulation clock for these effects runs only while someone is flying an airplane or helicopter. When nobody is flying, Trust is frozen in both directions: it neither falls nor recovers. Sources and Factories continue working during that time.

A Hub or City's outer ring on the Live Map shows which state it is in:

  • Healthy: the store is full enough that Trust holds or climbs.
  • Warning: Trust has fallen far enough to be flagged. The Settlement still works normally.
  • Unrest: Trust has fallen through the warning band, see Unrest. Getting out again takes a clear margin of recovery, not one crate above the line.

Civic Administration speeds up Trust recovery in its region. It only multiplies a gain, so below 50% Food it does nothing. A UH-1H Food delivery adds a short recovery boost; later Huey deliveries refresh rather than stack the timer, and the Flight Academy improves the perk.

components/trust.1790544300.txt.gz · Last modified: by 127.0.0.1